示例#1
0
        /// <summary>
        ///
        /// </summary>
        private void CreateAndBindTargets()
        {
            this.surfaceD3D.SetRenderTargetDX11(null);

            int width  = System.Math.Max((int)this.ActualWidth, 100);
            int height = System.Math.Max((int)this.ActualHeight, 100);

            Disposer.RemoveAndDispose(ref this.renderTargetView);
            Disposer.RemoveAndDispose(ref this.depthStencilView);
            Disposer.RemoveAndDispose(ref this.renderTarget);
            Disposer.RemoveAndDispose(ref this.depthStencil);
#if MSAA
            Disposer.RemoveAndDispose(ref this.renderTargetNMS);

            // check 8,4,2,1
            int sampleCount   = 8;
            int sampleQuality = 0;

            if (this.IsMSAAEnabled)
            {
                do
                {
                    sampleQuality = this.device.CheckMultisampleQualityLevels(Format.B8G8R8A8_UNorm, sampleCount) - 1;
                    if (sampleQuality > 0)
                    {
                        break;
                    }
                    else
                    {
                        sampleCount /= 2;
                    }

                    if (sampleCount == 1)
                    {
                        sampleQuality = 0;
                        break;
                    }
                }while (true);
            }
            else
            {
                sampleCount   = 1;
                sampleQuality = 0;
            }

            var sampleDesc  = new SampleDescription(sampleCount, sampleQuality);
            var optionFlags = ResourceOptionFlags.None;
#else
            var sampleDesc  = new SampleDescription(1, 0);
            var optionFlags = ResourceOptionFlags.Shared;
#endif

            var colordesc = new Texture2DDescription
            {
                BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format            = Format.B8G8R8A8_UNorm,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = sampleDesc,
                Usage             = ResourceUsage.Default,
                OptionFlags       = optionFlags,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1
            };

            var depthdesc = new Texture2DDescription
            {
                BindFlags         = BindFlags.DepthStencil,
                Format            = Format.D32_Float_S8X24_UInt,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = sampleDesc,
                Usage             = ResourceUsage.Default,
                OptionFlags       = ResourceOptionFlags.None,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1,
            };

            this.renderTarget = new Texture2D(this.device, colordesc);
            this.depthStencil = new Texture2D(this.device, depthdesc);

            this.renderTargetView = new RenderTargetView(this.device, this.renderTarget);
            this.depthStencilView = new DepthStencilView(this.device, this.depthStencil);

#if MSAA
            var colordescNMS = new Texture2DDescription
            {
                BindFlags         = BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format            = Format.B8G8R8A8_UNorm,
                Width             = width,
                Height            = height,
                MipLevels         = 1,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                OptionFlags       = ResourceOptionFlags.Shared,
                CpuAccessFlags    = CpuAccessFlags.None,
                ArraySize         = 1
            };

            this.renderTargetNMS = new Texture2D(this.device, colordescNMS);
            this.device.ImmediateContext.ResolveSubresource(this.renderTarget, 0, this.renderTargetNMS, 0, Format.B8G8R8A8_UNorm);
            this.surfaceD3D.SetRenderTargetDX11(this.renderTargetNMS);
#else
            this.surfaceD3D.SetRenderTargetDX11(this.renderTarget);
#endif
        }
示例#2
0
 public void Dispose()
 {
     Disposer.RemoveAndDispose(ref this.VertexBuffer);
     Disposer.RemoveAndDispose(ref this.IndexBuffer);
 }